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Old 09-03-2016, 11:09 PM   #9
clnoel
 
Join Date: Nov 2015
Default Re: Cost Factor for odd Armor

I feel blind!

Physiology modifier is exactly what I was looking for! Using the -2 penalty turns the Armory +2 check into an Armory+0 check. This means that you either need to find someone more skilled (which is more expensive because they presumably have higher wealth level) or have someone less skilled take more time (which is more expensive based on an hourly rate). In either case, it'll probably cost about double to have the armor refitted.

Or I could consider that -2 an "unfamiliarity penalty" as listed under Armory, which has the same effect.

Also, I decided that the race's own armorers would have regular armor for their race readily available. That suggestion made a lot of sense, so his starting armor will be purchased as regular. And having armor specifically made and fitted for him (which I consider the definition of "fine" armor in my world), would cost the same regardless of who was making it, because (as stated above) that's a personal relationship.

Thanks for all the suggestions!
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